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@@ -11,7 +11,7 @@ uniform float ExplosionDuration;
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//uniform float ObjectRadius;
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uniform vec4 EndColor;
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uniform bool Randomness;
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uniform float RandomNumbers[20];
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uniform float RandomNumbers[50];
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uniform float RandomnessScalar;
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uniform vec2 Velocity;
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uniform bool ColorByDistance;
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@@ -24,13 +24,16 @@ in VertexData{
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vec3 Normal;
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vec2 TextureCoordinate;
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vec4 DiffuseColor;
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vec4 ExplosionColor;
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}Input[];
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out vec3 Normal;
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out vec3 Position;
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out vec2 TextureCoordinate;
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out vec4 DiffuseColor;
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out vec4 ExplosionColor;
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out VertexData{
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoordinate;
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vec4 DiffuseColor;
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vec4 ExplosionColor;
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}Output;
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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@@ -38,7 +41,7 @@ layout(triangle_strip, max_vertices = 3) out;
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// returns a "random" number based on input parameter
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float GetRandomNumber(int polygon_index)
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{
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int randomIndex = int(mod(polygon_index, 20));
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int randomIndex = int(mod(polygon_index, 50));
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switch (randomIndex)
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{
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@@ -62,6 +65,36 @@ float GetRandomNumber(int polygon_index)
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case 17: return RandomNumbers[17];
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case 18: return RandomNumbers[18];
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case 19: return RandomNumbers[19];
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case 20: return RandomNumbers[20];
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case 21: return RandomNumbers[21];
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case 22: return RandomNumbers[22];
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case 23: return RandomNumbers[23];
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case 24: return RandomNumbers[24];
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case 25: return RandomNumbers[25];
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case 26: return RandomNumbers[26];
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case 27: return RandomNumbers[27];
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case 28: return RandomNumbers[28];
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case 29: return RandomNumbers[29];
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case 30: return RandomNumbers[30];
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case 31: return RandomNumbers[31];
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case 32: return RandomNumbers[32];
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case 33: return RandomNumbers[33];
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case 34: return RandomNumbers[34];
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case 35: return RandomNumbers[35];
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case 36: return RandomNumbers[36];
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case 37: return RandomNumbers[37];
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case 38: return RandomNumbers[38];
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case 39: return RandomNumbers[39];
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case 40: return RandomNumbers[40];
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case 41: return RandomNumbers[41];
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case 42: return RandomNumbers[42];
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case 43: return RandomNumbers[43];
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case 44: return RandomNumbers[44];
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case 45: return RandomNumbers[45];
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case 46: return RandomNumbers[46];
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case 47: return RandomNumbers[47];
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case 48: return RandomNumbers[48];
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case 49: return RandomNumbers[49];
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}
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}
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@@ -102,8 +135,16 @@ void main()
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// time percentage until end of explosion (0.0-1.0)
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float timePercetage = TimeSinceDeath / ExplosionDuration;
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// get a random number if randomness is enabled, otherwise the random number will be zero and won't affect the other algorithms
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if (Randomness == true)
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{
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randomDistance = GetRandomNumber(gl_PrimitiveIDIn) * RandomnessScalar;
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}
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vec2 randomVelocity = Velocity * (randomDistance + 1.0);
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// accelaration to use on current frame. is a interpolation between start and end value
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float currentVelocity = mix(Velocity.x, Velocity.y, timePercetage);
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float currentVelocity = mix(randomVelocity.x, randomVelocity.y, timePercetage);
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if (ExponentialAccelaration == true)
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{
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@@ -113,12 +154,6 @@ void main()
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// distance between origin and the center of the current triangle
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float origin2TriangleCenterDistance = length(origin2TriangleCenterVector);
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// get a random number if randomness is enabled, otherwise the random number will be zero and won't affect the other algorithms
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if (Randomness == true)
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{
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randomDistance = GetRandomNumber(gl_PrimitiveIDIn) * RandomnessScalar;
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}
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// the distance from origin to the triangle center with eventual randomness added
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float fullDistanceWithRandomness = origin2TriangleCenterDistance + randomDistance;
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@@ -130,20 +165,20 @@ void main()
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{
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float maxRadius = max(TimeSinceDeath * currentVelocity, (ExplosionDuration * currentVelocity));
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float a = (Velocity.y - Velocity.x) / ExplosionDuration;
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float a = (randomVelocity.y - randomVelocity.x) / ExplosionDuration;
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//float t = sqrt((2 * origin2TriangleCenterDistance) / a);
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// if explosion color should be affected by distance instead of time...
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if (ColorByDistance == true)
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{
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// calculate the max distance (s) the triangle will move
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float s = (Velocity.x * ExplosionDuration) + (0.5 * a * pow(ExplosionDuration, 2));
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float s = (randomVelocity.x * ExplosionDuration) + (0.5 * a * pow(ExplosionDuration, 2));
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ExplosionColor = EndColor * (length(triangleCenter2ExplosionRadius) / s);
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Output.ExplosionColor = EndColor * (length(triangleCenter2ExplosionRadius) / s);
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}
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else
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{
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ExplosionColor = EndColor * timePercetage;
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Output.ExplosionColor = EndColor * timePercetage;
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}
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// for every vertex on the triangle...
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@@ -153,10 +188,10 @@ void main()
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vec3 ExplodedPosition = Input[i].Position + triangleCenter2ExplosionRadius;
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// pass through vertex data
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Normal = Input[i].Normal;
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Position = Input[i].Position;
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TextureCoordinate = Input[i].TextureCoordinate;
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DiffuseColor = Input[i].DiffuseColor;
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Output.Normal = Input[i].Normal;
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Output.Position = Input[i].Position;
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Output.TextureCoordinate = Input[i].TextureCoordinate;
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Output.DiffuseColor = Input[i].DiffuseColor;
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// convert to model space for the gravity to always be in -y
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vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
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@@ -179,25 +214,27 @@ void main()
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// if explosion color should be affected by distance instead of time...
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if (ColorByDistance == true)
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{
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ExplosionColor = vec4(0.0);
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Output.ExplosionColor = vec4(0.0);
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}
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else
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{
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ExplosionColor = EndColor * timePercetage;
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Output.ExplosionColor = EndColor * timePercetage;
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}
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// for every vertex on the triangle...
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for(int i = 0; i < gl_in.length(); i++)
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{
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// pass through vertex data
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Normal = Input[i].Normal;
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Position = Input[i].Position;
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TextureCoordinate = Input[i].TextureCoordinate;
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DiffuseColor = Input[i].DiffuseColor;
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Output.Normal = Input[i].Normal;
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Output.Position = Input[i].Position;
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Output.TextureCoordinate = Input[i].TextureCoordinate;
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Output.DiffuseColor = Input[i].DiffuseColor;
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// no change in position, pass through vertex
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gl_Position = gl_in[i].gl_Position;
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EmitVertex();
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}
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}
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}
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//EndPrimitive();
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}
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